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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Mitroll

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16
Modding / Re: Thoughts on making a complete modpack and/or mod wiki?
« on: September 04, 2019, 02:09:14 AM »
It's not a taboo as long as you have their permission. If you want to make a "Lore-friendly mod pack" which does stuff like format names in a certain way, then go for it, just be sure to either:

A: Get their permission to redistribute their mod, or
B: Don't redistribute their mod, make your mod not include any other mod's resources and instead "support" the other mods. (so as in your example, instead of including a modified version of Vayra's ship pack, make your mod change those ships to be named 'hound mk II' if Varya's ship pack is installed)

B would be superior, as if you go the A route, you'll need to update the pack any time any mod inside of it is updated.

17
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: September 03, 2019, 11:14:24 AM »
If it could be added as a mod, I'd install that in a heartbeat. It sounds like a lot of work though, since the bots will need to become "aware" of their fuel and supplies, or else we're going to be getting a whole lot more distress signals.
Well lets say, hypothetically, all those fleets in your current starsector session, suddenly become aware of their fuel and supply needs ... what would change ?

Well they wouldn't have the ability to send 6 fleets, each containing 12 battlecruisers, 12 cruisers, and 16 other ships, all the way across the sector at me, without bankrupting themselves 10 times over. (As it is, they just bankrupt me by making me fly back and forth all the time)

18
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: September 03, 2019, 10:55:46 AM »
Well, I don't think it's impossible to keep track of AI fleets' logistics without frying the CPU. It's supposedly a feature of the up-and-coming game Bannerlord, that all AI factions and warbands will have their food and morale needs simulated.

I think that it's really cool when the AI is playing the same game as the player. Having to manage things like fuel and supplies is a hundred times more fun when you don't feel like you're the only one in the universe that has to.

If it could be added as a mod, I'd install that in a heartbeat. It sounds like a lot of work though, since the bots will need to become "aware" of their fuel and supplies, or else we're going to be getting a whole lot more distress signals.

19
Suggestions / Re: Pirates are exhausting!
« on: August 27, 2019, 11:52:39 AM »
Thanks for responding, glad to hear that it's on your sensors. :)

20
Suggestions / Pirates are exhausting!
« on: August 26, 2019, 09:55:14 PM »
I only have one planet, but every time I go out and blow up the pirate space station, I can hardly fly two systems away before they've built a whole new one and I need to turn around and blow it up again.

I thought it was going to be fun fighting the pirates at first, they were fun to kill, they gave good loot, but now I have like 20 of every weapon and thousands of scrap metal on my planet, and I just want to be able to do things other than fight pirates again.

How can they even build a giant orbital station every single month? They're certainly not getting any profit off of building it, because I just blow it up instantly.

I feel bad that my first post in this forums is this, I really love this game, and the combat AI is really beautiful, but please, make it take like 4-12 months for pirates to build a new station dedicated to harassing me, or better yet, maybe some kind of "fear" system, where factions, including pirates, will stop harrassing you if you attain a large number of victories against them, either moving on to easier prey or taking time to build up their forces.

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